Following on from adding EA anticheat into FIFA 23, Battlefield 2042 and Plants vs. Zombies Garden Warfare 2 we're about to see another game broken on Linux / Steam Deck with Battlefield V.
Released today is a news post on the official Battlefield website, which mentions the previous implementation for Battlefield 2042 but now it confirms Battlefield V will also be getting it in April. The post doesn't say the exact date, but the official X account posted it will be live on April 3rd at 8AM UTC.
A shame to see more games get it, as there will be no option at all to play it on Linux and Steam Deck because EA AntiCheat simply doesn't support it at all. It's a kernel-mode anti-cheat and anti-tamper solution made in-house by EA, which is especially problematic.
Released back in 2018, Battlefield V still has plenty of players, with it hitting a peak of 38,736 in the last 24 hours on Steam.
Hopefully EA don't add it into Apex Legends which currently uses Easy Anti-Cheat that's enabled for Linux, as that will be a big loss, but no word on that so far.
Why would EA suddenly decide to add Anti Cheat to their back catalogue of old games?
I smell a big rat with that kind of behaviour.
I guess Microsoft, Sony or Nintendo has a hand in this. I guess one of them has new hardware on the way, A new handheld maybe.
I will put tinfoil away now.
Quoting: finaldestI guess Microsoft, Sony or Nintendo has a hand in this. I guess one of them has new hardware on the way, A new handheld maybe.Nintendo does, but it wouldn't be that - EA already doesn't support their hardware properly as it is.
I will put tinfoil away now.
Maybe EA just doesn't like handhelds.
Quoting: finaldestSo EA are breaking Steam Deck support for their back catalogue of games one by one?
Why would EA suddenly decide to add Anti Cheat to their back catalogue of old games?
I smell a big rat with that kind of behaviour.
I guess Microsoft, Sony or Nintendo has a hand in this. I guess one of them has new hardware on the way, A new handheld maybe.
I will put tinfoil away now.
Between those three, I'm picking Microsoft because of the recent rumors about them making a handheld and Nintendo can't do crap about EA because they're too busy finding other means to screw customers without resorting to kernel anti-cheat.
I guess EA took my $3.99 for this game during that sale of theirs on Steam and now, I can't play this on Steam Deck once they add this crappy anti-cheat. I just have to hope that this doesn't affect the single player portion of the game but I doubt it.
On top of that, the EA launcher is one of the worse ones out there for the Steam Deck and it tends to break so many times over that Valve has to fix it on their Proton updates.
Last edited by ToddL on 28 March 2024 at 2:10 am UTC
These Microsoft puppets
Is creating a good server-side anticheat solution even possible?
Quoting: BogomipsQuoting: soulsourceQuoting: BogomipsAnd then making the program itself hard to decompile and analyze at runtime.The other way 'round. Making the server side secure enough, that even if the whole game were open sourced cheating would be a non-issue.
I agree that security by obfuscation does not work but in a game it depends what we describe as secure enough.
Most of the time the server send a lot of data to the client then wait for the feedback so the cheating happen on the client side that send back a perfect hit (if we talk about FPS) then the server update the other clients.
So what should be secure? If the client data is changed directly in memory, the data itself would be ok but not the result.
We could avoid to send other players' position to the client until they are really visible (could be a huge load on the server and need a fast synchronous connection, the client cannot interpolate anything).
We could cypher and randomize the memory allocation on the client.
Or we can use AI server side to check super human behavior but sometime a lucky reflex can hit in the same area than a bot (but not in the long run indeed).
I think a lot of different tools/methods could be used together but computer resources consumption should also be kept low to be effective. The subject is vast.
Yeah, I was describing my ideal-case scenario, and it's certainly not an easy to solve problem.
If the client gets the information, the player can cheat. If the client does not get the information and has a lag spike, the player might get an unfair disadvantage as they don't see/hear a potential target in time to react...
The client would also need an approximate position in order to hear the targets, and they could still visualize that with a cheat tool to see through walls...
But as i'm boycotting EA for many years already, it fortunately doesn't really affect me. One could say "that's what you get for supporting an insufferable asshole company" ^^
Quoting: ecdjWeird question maybe, but does this also affect the single player story mode?i don't think so
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